local humanoid = script.Parent:WaitForChild("Humanoid")
humanoid.BreakJointsOnDeath = false
humanoid.Died:Connect(function()
for index,joint in pairs(script.Parent:GetDescendants()) do
if joint:IsA("Motor6D") then
local socket = Instance.new("BallSocketConstraint")
local a1 = Instance.new("Attachment")
local a2 = Instance.new("Attachment")
a1.Parent = joint.Part0
a2.Parent = joint.Part1
socket.Parent = joint.Parent
socket.Attachment0 = a1
socket.Attachment1 = a2
a1.CFrame = joint.C0
a2.CFrame = joint.C1
socket.LimitsEnabled = true
socket.TwistLimitsEnabled = true
joint:Destroy()
end
end
end)
Uh, that seems to be a DEATH RAGDOLL script, not your playing ragdoll script.
You can’t really unragdoll a character.
Can you elaborate a bit more on what you are trying to achieve and when?
It still works when you’re alive though;
Oh- Thanks for clarifying that. Usually scripts that use Humanoid.Died
Event are Death Ragdoll scripts. I think in-order to unragdoll, you just have delete the ball socket joints and replace with Motor6D’s.
I’ll try that. I made ur comment the solution anyways so I can remember.
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